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Widescreen Modelripping for Doom Correctly 101

Mar 11th, 2015
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  1. ---------------------------------//// Widescreen Modelripping for Doom Correctly 101: ////------[ http://pastebin.com/2PyxkfdQ ]
  2.  
  3. Widescreen Modelripping for Doom the RIGHT way 101:
  4.  
  5. 1. Capture lossless video at fullsize, preferably 16:9 like 1280x720 (or failing that, anything in 16:9 like 852x480, 640x360,
  6. or the lowest possible to keep aspect ratio correction possible, 428x240). Capturing with a greenscreen or solid coloured
  7. backdrop is a bonus. Recommended is to capture at either 35 fps (1 tic per frame, smoothest in Doom possible),
  8. 17.5 fps (every 2 tics) or 11.6fps (every 3 tics).
  9.  
  10. 2. Open the captured lossless video in something like Sony Vegas and export what you want as PNG frames. You can
  11. actually do step #3 through the video editor, if you want: but only use nearest-neighbor scaling.
  12. Anything else will result in difficult-to-edit-out blurred edges.
  13.  
  14. 3. Scale down the vertical resolution by 1.2. Scale the frames vertically to the resulting number with nearest-
  15. neighbor scaling. Yes, it will look squashed: this is the way all sprites in Doom are designed and will be
  16. stretched back to normal by the game engine.
  17. Example: Ripped at 1280x720. 720 / 1.2 = 600, so resize screencap to 1280x600.
  18.  
  19. 4. Cut out background of frame.
  20.  
  21. 5. Downscale entire image with your scaling method of choice, but make sure edges have no translucent pixels.
  22.  
  23. This is where it gets complicated because of two issues to compensate for.
  24.  
  25. 428x200 is the logical desired size to fill 16:9, but two problems arise that make that a (common) bad choice:
  26. ZDoom's imperfect scaling, and that it doesn't cover the area visible during the Doom's gun "bobbing" when you
  27. walk or run. ZDoom's sprite scaling doesn't always scale sprites perfectly to the resolution ZDoom
  28. is running in. This will show as lines of missing pixels, gaps along the edges of the screen:
  29.  
  30. https://i.imgur.com/nt3blqT.png DoomAspectRatioTest.png
  31. https://i.imgur.com/kmMLlsS.png Screenshot_ReasonForPadding.png
  32. https://i.imgur.com/LDPlB5Q.png Screenshot_Movebob_Sides.png
  33. https://i.imgur.com/1XRCgyv.png Screenshot_Movebob_Top.png
  34.  
  35. For these two reasons we want a layer of padding to avoid visible cutoff or gaps at the edges of the screen:
  36. 1px extra along the top and bottom, 18px on each side to avoid cutoff during movebob, and if the top edge
  37. matters (like for a fullscreen scope), an extra 16px along the top.
  38.  
  39. For 16:9, this will usually mean the resolution we want to resize to is 464x202 (to fit 200p), cropping excess
  40. off the top and bottom vertically to fit. If the top edge counts (like for a fullscreen scope overlay), the
  41. full resolution required to be covered, including padding and top edge space for movebob, is 464x218.
  42. The cropped off extra bits at the top and bottom are unfortunate, but shouldn't matter as much as the gained
  43. cutoff prevention on the sides.
  44. The culprit is that most games simply aren't built to run in wider than 16:9 (We'd require 232:101).
  45. Think of it this way: If you were to RUN the game in 720p in that ratio, you'd be looking at 1378x720.
  46. That would be scaled down to 1378x600 in the correcting process and then scaled down to 464x202.
  47.  
  48. An alternate way to correct this, if the game allows it, would be to simply increase the FOV to match the
  49. original ratio, once cropped.
  50.  
  51. https://i.imgur.com/KG1D8l5.png FOV_for_open_topped_weapon_rips.png
  52.  
  53. Once done, the finished 464x202 sprite will be stretched to ~464x242 ingame, and thus should be free
  54. of cutoff. Palettize to Doom-friendly colours as necessary.
  55.  
  56.  
  57. MODELRIPPING PROTIPS:
  58.  
  59. 1. Turn off depth of field effects and ingame antialiasing to ease the process of cutting out the background
  60. without leftover artifacts or "stray pixels".
  61. 2. This only covers making sprites that fit Doom's natural sprite resolution: 200p. You can make higher-definition
  62. ones of 2x, 3x, 666x size of 464x202, whatever. The side padding will need to match the higher resolution, but
  63. the padding along the top/bottom only ever needs to be 1px (unless of course, the top edge matters).
  64. Example: 400p including 1px top/bottom padding = 928x402. It says 928x404 but we only ever need 2px extra,
  65. vertically.
  66. https://i.imgur.com/MRcdEW6.png Target_resolution_for_400p.png
  67.  
  68.  
  69. Other Reference Images and files:
  70. https://www.dropbox.com/s/km8sdcjq1fz1dbw/DoomAspectRatioTest.pk3?dl=0
  71.  
  72. https://imgur.com/a/1lsnm
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